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<html lang="en">

<head>

	<head>
		<title>three.js webgl - postprocessing - Screen Space Refraction</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
	</head>

<body>
	<div id="container"></div>
	<div id="info">
		<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
		SSRrPass demo by <a href="https://github.com/gonnavis" target="_blank">Vis</a>.<br />
		click object to toggle transparent<br/>
	</div>

	<script type="module">
		import * as THREE from '../build/three.module.js';

		import Stats from './jsm/libs/stats.module.js';

		import { OrbitControls } from './jsm/controls/OrbitControls.js';

		import { GUI } from './jsm/libs/dat.gui.module.js';
		import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
		import { SSRrPass } from './jsm/postprocessing/SSRrPass.js';
		import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
		import { GammaCorrectionShader } from './jsm/shaders/GammaCorrectionShader.js';

		import { DRACOLoader } from './jsm/loaders/DRACOLoader.js';

		const params = {
			enableSSRr: true,
			autoRotate: true,
		};
		let composer;
		let ssrrPass;
		let gui;
		let stats;
		let controls;
		let camera, scene, renderer;
		const objects = [];
		const selects = [];
		const raycaster = new THREE.Raycaster();
		const mouseDown = new THREE.Vector2();
		const mouse = new THREE.Vector2();

		const container = document.querySelector( '#container' );

		// Configure and create Draco decoder.
		const dracoLoader = new DRACOLoader();
		dracoLoader.setDecoderPath( 'js/libs/draco/' );
		dracoLoader.setDecoderConfig( { type: 'js' } );

		init();
		animate();

		function init() {

			camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 15 );
			camera.position.set( 0.13271600513224902, 0.3489546826045913, 0.43921296427927076 );

			scene = new THREE.Scene();
			scene.background = new THREE.Color( 0x443333 );
			scene.fog = new THREE.Fog( 0x443333, 1, 4 );

			// Ground
			const map = new THREE.TextureLoader().load( './textures/uv_grid_opengl.jpg' );
			map.wrapS = THREE.RepeatWrapping;
			map.wrapT = THREE.RepeatWrapping;
			map.repeat.set( 20, 20 );
			const plane = new THREE.Mesh(
				new THREE.PlaneGeometry( 8, 8 ),
				new THREE.MeshPhongMaterial( {
					color: 0x999999,
					specular: 0x101010,
					map,
				} )
			);
			plane.rotation.x = - Math.PI / 2;
			plane.position.y = - 0.0001;
			// plane.receiveShadow = true;
			scene.add( plane );
			plane.name = 'plane';

			// Lights
			const hemiLight = new THREE.HemisphereLight( 0x443333, 0x111122 );
			hemiLight.name = 'hemiLight';
			scene.add( hemiLight );

			const spotLight = new THREE.SpotLight();
			spotLight.name = 'spotLight';
			spotLight.angle = Math.PI / 16;
			spotLight.penumbra = 0.5;
			// spotLight.castShadow = true;
			spotLight.position.set( - 1, 1, 1 );
			scene.add( spotLight );

			dracoLoader.load( 'models/draco/bunny.drc', function ( geometry ) {

				geometry.computeVertexNormals();

				const material = new THREE.MeshStandardMaterial( { color: 0x606060 } );
				const mesh = new THREE.Mesh( geometry, material );
				mesh.position.y = - 0.0365;
				mesh.name = 'bunny';
				scene.add( mesh );
				objects.push( mesh );
				selects.push( mesh );

				// Release decoder resources.
				dracoLoader.dispose();

			} );

			let geometry, material, mesh;

			geometry = new THREE.BoxBufferGeometry( .05, .05, .05 );
			material = new THREE.MeshStandardMaterial( { color: 'green' } );
			mesh = new THREE.Mesh( geometry, material );
			mesh.position.set( - .12, .025, .015 );
			mesh.name = 'box';
			scene.add( mesh );
			objects.push( mesh );
			selects.push( mesh );

			geometry = new THREE.IcosahedronBufferGeometry( .025, 4 );
			material = new THREE.MeshStandardMaterial( { color: 'cyan' } );
			mesh = new THREE.Mesh( geometry, material );
			mesh.position.set( - .05, .025, .08 );
			mesh.name = 'sphere';
			scene.add( mesh );
			objects.push( mesh );
			// selects.push( mesh );

			geometry = new THREE.ConeBufferGeometry( .025, .05, 64 );
			material = new THREE.MeshStandardMaterial( { color: 'yellow' } );
			mesh = new THREE.Mesh( geometry, material );
			mesh.position.set( - .05, .025, - .055 );
			mesh.name = 'cone';
			scene.add( mesh );
			objects.push( mesh );
			// selects.push( mesh );

			// renderer
			renderer = new THREE.WebGLRenderer( { antialias: false } );
			renderer.setSize( window.innerWidth, window.innerHeight );
			renderer.autoClear = false;
			container.appendChild( renderer.domElement );

			//

			controls = new OrbitControls( camera, renderer.domElement );
			controls.enableDamping = true;
			controls.target.set( 0, 0.0635, 0 );
			controls.update();
			controls.enabled = ! params.autoRotate;

			// STATS

			stats = new Stats();
			container.appendChild( stats.dom );

			window.addEventListener( 'resize', onWindowResize );
			window.addEventListener( 'pointerdown', onPointerDown );
			window.addEventListener( 'pointerup', onPointerUp );

			// composer

			composer = new EffectComposer( renderer );
			ssrrPass = new SSRrPass( {
				renderer,
				scene,
				camera,
				width: innerWidth,
				height: innerHeight,
				selects: selects
			} );

			composer.addPass( ssrrPass );
			composer.addPass( new ShaderPass( GammaCorrectionShader ) );

			// GUI

			gui = new GUI();
			gui.add( params, 'enableSSRr' ).name( 'Enable SSRr' );
			ssrrPass.ior = 1.1;
			gui.add( ssrrPass, 'ior' ).name( 'IOR' ).min( 1 ).max( 1.5 ).step( .0001 );
			gui.add( ssrrPass, 'fillHole' );
			gui.add( params, 'autoRotate' ).onChange( () => {

				controls.enabled = ! params.autoRotate;

			} );

			const folder = gui.addFolder( 'more settings' );
			folder.add( ssrrPass, 'specular' );
			folder.add( ssrrPass.specularMaterial, 'metalness' ).min( 0 ).max( 1 ).step( .01 );
			folder.add( ssrrPass.specularMaterial, 'roughness' ).min( 0 ).max( 1 ).step( .01 );
			folder.add( ssrrPass, 'output', {
				'Default': SSRrPass.OUTPUT.Default,
				'SSRr Only': SSRrPass.OUTPUT.SSRr,
				'Beauty': SSRrPass.OUTPUT.Beauty,
				'Depth': SSRrPass.OUTPUT.Depth,
				'DepthSelects': SSRrPass.OUTPUT.DepthSelects,
				'NormalSelects': SSRrPass.OUTPUT.NormalSelects,
				'Refractive': SSRrPass.OUTPUT.Refractive,
				'Specular': SSRrPass.OUTPUT.Specular,
			} ).onChange( function ( value ) {

				ssrrPass.output = parseInt( value );

			} );
			ssrrPass.surfDist = 0.0015;
			folder.add( ssrrPass, 'surfDist' ).min( 0 ).max( .005 ).step( .0001 );
			ssrrPass.maxDistance = 50;
			folder.add( ssrrPass, 'maxDistance' ).min( 0 ).max( 100 ).step( .001 );
			folder.add( ssrrPass, 'infiniteThick' );
			// folder.open()
			// gui.close()

		}

		function onPointerDown( event ) {

			mouseDown.x = ( event.clientX / window.innerWidth ) * 2 - 1;
			mouseDown.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

		}

		function onPointerUp( event ) {

			// calculate mouse position in normalized device coordinates
			// (-1 to +1) for both components

			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

			if ( mouseDown.sub( mouse ).length() > 0 ) return;


			raycaster.setFromCamera( mouse, camera );
			const intersect = raycaster.intersectObjects( objects, false )[ 0 ];

			if ( intersect ) {

				const index = selects.indexOf( intersect.object );
				if ( index >= 0 ) {

					selects.splice( index, 1 );

				} else {

					selects.push( intersect.object );

				}

			}

		}

		function onWindowResize() {

			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();

			renderer.setSize( window.innerWidth, window.innerHeight );
			composer.setSize( window.innerWidth, window.innerHeight );

		}

		function animate() {

			requestAnimationFrame( animate );

			stats.begin();
			render();
			stats.end();

		}

		function render() {

			if ( params.autoRotate ) {

				const timer = Date.now() * 0.0003;

				camera.position.x = Math.sin( timer ) * 0.5;
				camera.position.y = 0.2135;
				camera.position.z = Math.cos( timer ) * 0.5;
				camera.lookAt( 0, 0.0635, 0 );

			} else {

				controls.update();

			}

			if ( params.enableSSRr ) {

				composer.render();

			} else {

				renderer.render( scene, camera );

			}

		}
	</script>
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